default_shader_fragment.glsl 262 B

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  1. #version 330
  2. in vec2 frag_uv;
  3. in vec4 frag_color;
  4. out vec4 final_color;
  5. uniform sampler2D tex;
  6. void main()
  7. {
  8. //vec4 c = texture(tex, frag_uv);
  9. //final_color = c * frag_color;
  10. final_color = vec4(frag_color.rgb + vec3(frag_uv.x*0.000001, 0, 0), 1);
  11. }